Dave Pottinger, President/CEO @dcpottinger www.bonusxp.com • • • • ½ AI Programming bits ½ Designer-y stuff ½ Hard/Fun/Sh*tty Lessons Learned Q&A • Increasingly little;) • Making games since 1993 • Programmer, Designer, Reluctant Biz Guy “…more what you’d call guidelines than actual rules.” • Sexy – – – – Genetic Algorithms Neural Nets, Learning Code Expert Systems A* • Useful – – – – Data driven code Understandable, reusable code Good team dev skills A* • Unit/Character vs. Player • Player AI Questions – Does it have to play a symmetric game? – Can it Cheat? Should it Cheat? – Difficulty levels? – Replayable? – Learning? • Action system – Idle, Attack, Gather – Animation management • Player Commands • Entity Logic – Searching, Attack Response • Pathfinding & Movement • Player AI interface • Basics – Resource Gathering – Base Construction – Attacking • Advanced – Situational Response – Planning & Unit Coordination – Variety, Replay • Strategic Layers • Play the Game • Blank files are scary, therefore… “Baby Steps” • Attack components – Troops (which require buildings & resources) – Target – Path – Timing/Coordination – Difficulty level – Etc This is a HUGE task! • TLDR: Fake everything;) • Phase 1: – Pre-placed troops – Specific target – TASK: Get the troops to attack the target • Phase 2: – Pre-placed troops – Multiple targets – TASK: Data-drive the target priorities • Phase 3: – Pre-placed buildings – Cheat the resources – TASK: Train the troops • • • • Get an End Result ASAP Designers must use it Ingame debug display Love the Iteration • • • • Like hashtags Blends base types and logical types Lists are precomputed Use everywhere – Searching – Research Prereqs • • • • Combine individual items Done at load time Makes AI play more “like a human” Faster to search • • • • Make areas @ load More “human”, etc. Add data Feed into Strategy • Context Hook – Give Players a way to believe – They will fill in the gaps • Some randomness is important • No one likes to lose to an AI – Make them sweat – Create excuse options • • • • AI should be fun for players, not you Build & Iterate, don’t Plan Get it running quickly! Build a good test harness • • • • Ideally, wait until the game is fun Stick to what you know 90% of effective AI is simple code Everyone should do AI… Yay? • Structure and Representation are the keys • Write defensive logic • Don’t be afraid to refactor • If you can’t recite A*, you’re doing it wrong • • • • • Learn how to program;) Pick the team’s battles Players will fill in the gaps One exploit ruins everything Exaggerate the AI • You’ll find – Misplaced game logic – New & exciting ways to break the game – Performance problems – Hard to understand game systems – Multiplayer exploits • Automated Testing potential Dave Pottinger, President/CEO @dcpottinger www.bonusxp.com
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